Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
vector.qh
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1#pragma once
2
4#define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
5
6#if 1
8#define vdist(v, cmp, f) (vlen2(v) cmp ((f) ** 2))
9#else
10#define vdist(v, cmp, f) (vlen(v) cmp (f))
11#endif
12
13#if 1
14#define dotproduct(a, b) ((a) * (b))
15#else
16noref vector _dotproduct_a, _dotproduct_b;
17#define dotproduct(a, b) \
18 (_dotproduct_a = (a), _dotproduct_b = (b), \
19 _dotproduct_a.x * _dotproduct_b.x \
20 + _dotproduct_a.y * _dotproduct_b.y \
21 + _dotproduct_a.z * _dotproduct_b.z)
22#endif
23
24#if 1
25#define cross(a, b) ((a) >< (b))
26#else
29{
30 return
31 '1 0 0' * (a.y * b.z - a.z * b.y)
32 + '0 1 0' * (a.z * b.x - a.x * b.z)
33 + '0 0 1' * (a.x * b.y - a.y * b.x);
34}
35#endif
36
38#define vmul(a, b) \
39 (_vmul_a = (a), _vmul_b = (b), \
40 '1 0 0' * (_vmul_a.x * _vmul_b.x) \
41 + '0 1 0' * (_vmul_a.y * _vmul_b.y) \
42 + '0 0 1' * (_vmul_a.z * _vmul_b.z))
43
44const vector eX = '1 0 0';
45const vector eY = '0 1 0';
46const vector eZ = '0 0 1';
47
50{
51 vector v;
52 m2 = m2 - m1;
53 v_x = m2_x * random() + m1_x;
54 v_y = m2_y * random() + m1_y;
55 v_z = m2_z * random() + m1_z;
56 return v;
57}
58
61{
62 return max(v.x, v.y, -v.x, -v.y);
63}
64
67{
68 return min(max(v.x, -v.x), max(v.y, -v.y));
69}
70
73float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
74
77float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
78
79#define pointinsidebox(point, bmins, bmaxs) boxinsidebox(point, point, bmins, bmaxs)
80
81#define PITCH(v) ((v).x)
82#define YAW(v) ((v).y)
83#define ROLL(v) ((v).z)
84
85//pseudo prototypes:
86// vector vec2(vector v); // returns a vector with just the x and y components of the given vector
87// vector vec2(float x, float y); // returns a vector with the given x and y components
88
90#define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
91#define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
92#define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
93
95#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
96
97#define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
98
101 return isnan(v.x) && isnan(v.y) && isnan(v.z);
102}
103
106{
107 float a_sin = sin(a), a_cos = cos(a);
108 return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos);
109}
110
112#define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
113
120{
121 ldir = normalize(ldir);
122 p = l0 - p;
123 // remove the component in line direction from p
124 return p - ((p * ldir) * ldir);
125}
126
134{
135 return dir - 2 * (dir * norm) * norm;
136}
137
142vector vec_reflect(vector vel, vector norm, float bounce)
143{
144 return vel - (1 + bounce) * (vel * norm) * norm;
145}
146
148vector vec_epsilon(vector this, float eps)
149{
150 if (this.x > -eps && this.x < eps) this.x = 0;
151 if (this.y > -eps && this.y < eps) this.y = 0;
152 if (this.z > -eps && this.z < eps) this.z = 0;
153 return this;
154}
155
156#define ClipVelocity(in, normal, out, overbounce) \
157 (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
158
159#ifdef GAMEQC
162 {
163 switch (corner)
164 {
165 case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
166 case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
167 case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
168 case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
169 case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
170 case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
171 case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
172 case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
173 default: return '0 0 0';
174 }
175 }
176
179 {
180 vector mi = box.mins + box.origin;
181 vector ma = box.maxs + box.origin;
182
183 return vec3(
184 bound(mi.x, org.x, ma.x),
185 bound(mi.y, org.y, ma.y),
186 bound(mi.z, org.z, ma.z)
187 );
188 }
189
192{
193 return vec3(
194 bound(mi.x, org.x, ma.x),
195 bound(mi.y, org.y, ma.y),
196 bound(mi.z, org.z, ma.z)
197 );
198}
199
200// bones_was_here: rounding bbox to nearest perfect floats prevents obscure collision bugs like #2742
201// FIXME: QC shouldn't need to work around tracebox potentially returning a tiny trace_fraction when the move should have been blocked.
202// Tiny values are valid in some situations and can't simply be ignored.
203#define PFLOAT (1/1024) // 1/32 1/64 etc also work
204#define RPFLOAT(a) (a=rint(a/PFLOAT)*PFLOAT)
207{
208 RPFLOAT(v.x); RPFLOAT(v.y); RPFLOAT(v.z);
209 return v;
210}
211
214{
215 v.x = rint(v.x); v.y = rint(v.y); v.z = rint(v.z);
216 return v;
217}
218
219#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
v y
Definition ent_cs.qc:121
#define ERASEABLE
Definition _all.inc:37
bool isnan(float e)
Definition mathlib.qc:25
float bound(float min, float value, float max)
float cos(float f)
float random(void)
float sin(float f)
float min(float f,...)
float rint(float f)
vector normalize(vector v)
float max(float f,...)
vector
Definition self.qh:92
vector org
Definition self.qh:92
int dir
Definition impulse.qc:89
const vector eY
Definition vector.qh:45
ERASEABLE vector randompos(vector m1, vector m2)
Definition vector.qh:49
ERASEABLE vector vrint(vector v)
Definition vector.qh:213
noref vector _vmul_a
Definition vector.qh:37
const vector eZ
Definition vector.qh:46
noref vector _vmul_b
Definition vector.qh:37
#define RPFLOAT(a)
Definition vector.qh:204
ERASEABLE vector NearestPointOnBoundingBox(vector mi, vector ma, vector org)
Definition vector.qh:191
ERASEABLE vector reflect(vector dir, vector norm)
Definition vector.qh:133
#define cross(a, b)
Definition vector.qh:25
ERASEABLE vector point_line_vec(vector p, vector l0, vector ldir)
Definition vector.qh:119
ERASEABLE vector RoundPerfectVector(vector v)
Definition vector.qh:206
ERASEABLE vector NearestPointOnBox(entity box, vector org)
Definition vector.qh:178
noref vector _vec2
Definition vector.qh:89
ERASEABLE vector get_corner_position(entity box, int corner)
Definition vector.qh:161
ERASEABLE bool is_all_nans(vector v)
Definition vector.qh:100
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3
Definition vector.qh:73
ERASEABLE float vlen_maxnorm2d(vector v)
Definition vector.qh:60
ERASEABLE vector vec_epsilon(vector this, float eps)
Definition vector.qh:148
ERASEABLE float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs)
requires the same as boxesoverlap, but is a stronger condition
Definition vector.qh:77
ERASEABLE vector vec_reflect(vector vel, vector norm, float bounce)
clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce ...
Definition vector.qh:142
noref vector _yinvert
Definition vector.qh:111
noref vector _vec3
Definition vector.qh:94
noref vector _vlen2
Definition vector.qh:3
ERASEABLE vector Rotate(vector v, float a)
Definition vector.qh:105
ERASEABLE float vlen_minnorm2d(vector v)
Definition vector.qh:66
const vector eX
Definition vector.qh:44
#define vec2(...)
Definition vector.qh:90
#define vec3(_x, _y, _z)
Definition vector.qh:95